











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 41 / 18% |
| Size | huge |
| Lifes / Deaths | Killed by Glorymida the orc cryomancer at level 41 on the 39th Haze 123rd year of Ascendancy at 08:34 / 1 |
Primary Stats
| Strength | 85 (base 60) |
| Dexterity | 91 (base 60) |
| Constitution | 43 (base 16) |
| Magic | 18 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 81 (base 44) |
Resources
| Life | -152/1702 |
| Stamina | 220/282 |
| Healing Factor | 1.5297742564935 |
| Regeneration | 35.58453304963 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 55.237882550305 |
| See Invisible | 51.237882550305 |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 76 |
| Crit Chance | 54% |
| APR | 43 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Light | +15% |
| Darkness | +17% |
| Cold | +6% |
| Mind | +12% |
| Fire | +11% |
| All | 0% |
Offense: Damage Penetration
| Physical | +26% |
Defense: Base
| Armour (hardiness) | 53.112838763608 (78.809061890258%) |
| Defense | 55 |
| Ranged Defense | 55 |
| Fatigue | 26 |
| Physical Save | 43 |
| Spell Save | 47 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 44%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 45%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 60%( 70%) |
| Light | + 45%( 70%) |
| Physical | + 26%( 70%) |
| Lightning | + 42%( 70%) |
| Fire | + 60%( 70%) |
| Nature | + 47%( 70%) |
Defense: Immunities
| Disarm Resistance | 55% |
| Confusion Resistance | 25% |
| Instadeath Resistance | 100% |
| Stun Resistance | 60% |
| Poison Resistance | 25% |
| Blind Resistance | 37% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 820% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 533. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | blood-soaked pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +3 Con / +2 Wil Changes resistances penetration: +6% physical Mindpower: +5 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 1.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | CrackleripCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes damage: +18% lightning Spell save: +9 (+3 eff.) Blindness immunity: +37% Confusion immunity: +15% Mana each turn: +0.12 Maximum mana: +80.00 Light radius: +7 See stealth: +14 See invisible: +10 Damage Shield penetration: +20% It can be used to activate talent Track, placing all other charms into a 34 cooldown : Effective talent level: 3.0 Power cost: 34 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Jetstreak the voratun helm (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +1 Wil / +5 Con Changes resistances: +13% acid / +12% darkness / +21% fire / +14% lightning / +28% cold Physical save: +9 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +13 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +5 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | voratun gauntlets 'Adonne' (0 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +7 Fatigue: +5% Damage (Melee): 11 fire Changes stats: +4 Str / +5 Dex / +4 Wil / +9 Cun / +4 Con Changes resistances: +3% lightning / +2% physical / +9% fire / +5% arcane / +9% nature Changes damage: +8% fire Talent mastery: +0.20 Technique / Grappling Disarm immunity: +45% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Firestake the yew totem of healing [power 230] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes resistances: +9% acid Changes damage: +3% fire Reduces incoming crit damage: 10.00% Life regen: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | voratun bloodstone ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +12% blight Poison immunity: +25% Disease immunity: +27% Stun/Freeze immunity: +60% Rings make your fingers look great! |
| On fingers | rogue's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +6 Cun Life regen: +10.00 Maximum life: +70.00 Healing mod.: +14% Rings make your fingers look great! |
| Around neck | wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +5 Cun / +6 Con Life regen: +3.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
| In main hand | truestriking voratun battleaxe of ruin (58-88 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +22 Physical crit. chance: +14.0% Changes resistances penetration: +20% physical Critical mult.: +21.00% Massive two-handed battleaxes. |
| Around waist | monstrous rough leather belt of unlifePowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% blight Physical save: +6 (+2 eff.) Size category: +1 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | voratun shield 'Bregirin' (0 def, 10 armour, 63-76 power, 194.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +18 light / +19 darkness / +13 nature When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +8 Cun / +6 Mag Changes resistances: +33% light / +14% blight / +12% fire / +14% nature / +39% darkness Changes damage: +15% light / +17% darkness Talent granted: +1 Block Disarm immunity: +10% Maximum life: +83.00 Handheld deflection devices. |
| Cloak | Frigidgore (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +7 (+2 eff.) Changes stats: +3 Str / +6 Dex / +4 Cun / +5 Con Changes damage: +12% mind / +6% cold Talent mastery: +0.30 Technique / Combat training Spell save: +6 (+2 eff.) Stamina each turn: +0.80 Equilibrium when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened voratun mail armour of Eyal (5 def, 17 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +8% physical / +5% cold / +12% lightning / +9% fire Life regen: +3.00 Maximum life: +53.00 Healing mod.: +15% A suit of armour made of mail. |
Inventory
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 217 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Islyldatha the FloeraceCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Defense: +15 (+5 eff.) Changes resistances: +9% cold / +6% mind / +15% temporal Changes damage: +12% temporal Critical mult.: +14.00% Life regen: +4.00 Healing mod.: +10% Amulets make your neck look great! |
grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
mindweaver's voratun amulet of constitution (+2)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con / +2 Wil Mental save: +12 (+4 eff.) Confusion immunity: +16% Mindpower: +5 (+2 eff.) Amulets make your neck look great! |
wanderer's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +4 Con Life regen: +2.00 Stamina each turn: +0.60 Movement speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.29 cold and 12.53 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
gladiator's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Physical power: +11 (+3 eff.) Defense: +11 (+3 eff.) Changes stats: +7 Str / +6 Con It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
mule's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Rings make your fingers look great! |
savage's stralite ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Spell save: +16 (+5 eff.) Maximum stamina: +10.00 Spellpower: +9 (+5 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
solipsist's stralite ring of corrosion (+28%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +28% acid Changes damage: +14% acid Mindpower: +8 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of fire (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% fire Changes damage: +10% fire Physical save: +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of clarityInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings make your fingers look great! |
voratun bloodstone ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +9 Str / +8 Con Stun/Freeze immunity: +60% Rings make your fingers look great! |
warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +24% Life regen: +3.00 Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
This item will automatically be transmogrified when you leave the level.truestriking stralite battleaxe of erosion (43-64 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +14 nature When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +13 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
warbringer's dwarven-steel dagger of phasing (18-23 power, 20 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +8% physical Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.blazebringer's voratun greatmaul of evisceration (70-104 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +73 fire When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Changes resistances penetration: +27% fire Global speed: +11% Massive two-handed mauls. |
truestriking stralite greatmaul of crippling (56-85 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances penetration: +16% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.voratun longsword 'Blindstreaker' (41-57 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +16 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Damage (Melee): +28 cold When wielded/worn: Accuracy: +18 (+4 eff.) Armour penetration: +12 Effects on melee hit: * 20% chance to reduce damage dealt by 21% Changes resistances: +6% acid / +9% fire Changes resistances penetration: +12% physical Life regen: +4.00 Only die when reaching: -40.00 life Sharp, long, and deadly. |
wyrm's mossy mindstar of storms (2-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning / 2 physical / 2 fire / 3 acid / 2 cold Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +1 Cun / +1 Con Changes resistances: +8% lightning / +3% physical / +3% cold / +3% fire / +3% acid Changes resistances penetration: +4% lightning Changes damage: +5% lightning Talent granted: +1 Attune Mindstar Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpentine Cloak (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+6 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Firewalker (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
cashmere robe 'Murksage' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Mag / +10 Wil Changes resistances: +10% lightning / +8% cold / +11% all Changes resistances penetration: +25% nature Changes damage: +17% lightning / +11% physical / +9% nature / +20% cold Equilibrium when hit: +0.08 Psi when hit: +0.16 Mindpower: +30 (+10 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots of massiveness (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +6 Str / +5 Con Changes damage: +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 7 power out of 24/24) : Effective talent level: 3.0 Power cost: 7 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 54.84 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Life regen: +5.00 Stamina each turn: +1.30 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady hardened leather gloves of magic (+2) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Changes stats: +2 Mag Changes damage: +6% arcane Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Berabar (28 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +28 (+8 eff.) Changes resistances: +19% blight / +20% nature Changes damage: +19% blight Physical save: +15 (+5 eff.) Spell save: +12 (+4 eff.) Healing mod.: +20% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Flashravager' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 2 mind Changes stats: +7 Cun Changes resistances: +3% lightning Changes resistances penetration: +5% lightning Changes damage: +6% cold Mental save: +18 (+6 eff.) Mindpower: +15 (+5 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.radiant voratun mail armour of command (11 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +11 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun / +2 Wil Changes resistances: +22% blight / +18% darkness Mental save: +17 (+6 eff.) Light radius: +1 A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+5 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+6 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+14 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
fortifying stralite plate armour of delving (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +11 Str / +4 Con Changes resistances: +12% darkness / +9% physical Maximum life: +59.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
HailquellerInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Wil / +3 Cun / +2 Con Changes resistances penetration: +15% cold Changes damage: +6% cold Mental save: +6 (+2 eff.) Light radius: +3 See stealth: +8 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(90 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +49.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 26 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
innervating dwarven-steel torque of mindblast [power 225] (10/13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 252 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 25% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elven-wood totem of healing [power 386] (10/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Thalia the Ogre Bulwark level 28
33rd Regrowth 123rd year of Ascendancy at 10:03 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Thalia the Ogre Bulwark level 23
6th Decay 122nd year of Ascendancy at 11:17 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Thalia the Ogre Bulwark level 28
31st Regrowth 123rd year of Ascendancy at 08:24 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Thalia the Ogre Bulwark level 32
44th Regrowth 123rd year of Ascendancy at 16:38 see stats
Back and there again (Roguelike)
Opened a portal to the Far East from Maj'Eyal.By Thalia the Ogre Bulwark level 39
25th Dusk 123rd year of Ascendancy at 03:15 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Thalia the Ogre Bulwark level 31
41st Regrowth 123rd year of Ascendancy at 05:29 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Thalia the Ogre Bulwark level 22
1st Decay 122nd year of Ascendancy at 11:13 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Thalia the Ogre Bulwark level 14
60th Dusk 122nd year of Ascendancy at 05:46 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Thalia the Ogre Bulwark level 30
37th Regrowth 123rd year of Ascendancy at 22:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Thalia the Ogre Bulwark level 18
14th Haze 122nd year of Ascendancy at 23:08 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Thalia the Ogre Bulwark level 22
2nd Decay 122nd year of Ascendancy at 12:10 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By Thalia the Ogre Bulwark level 40
1st Haze 123rd year of Ascendancy at 08:26 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Thalia the Ogre Bulwark level 33
53rd Regrowth 123rd year of Ascendancy at 20:25 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By Thalia the Ogre Bulwark level 29
35th Regrowth 123rd year of Ascendancy at 19:38 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Thalia the Ogre Bulwark level 23
6th Decay 122nd year of Ascendancy at 10:40 see stats
Level 10 (Roguelike)
Got a character to level 10.By Thalia the Ogre Bulwark level 10
1st Dusk 122nd year of Ascendancy at 05:03 see stats
Level 20 (Roguelike)
Got a character to level 20.By Thalia the Ogre Bulwark level 20
63rd Haze 122nd year of Ascendancy at 21:26 see stats
Level 30 (Roguelike)
Got a character to level 30.By Thalia the Ogre Bulwark level 30
37th Regrowth 123rd year of Ascendancy at 18:19 see stats
Level 40 (Roguelike)
Got a character to level 40.By Thalia the Ogre Bulwark level 40
1st Time of Equilibrium 123rd year of Ascendancy at 10:17 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Thalia the Ogre Bulwark level 18
21st Haze 122nd year of Ascendancy at 21:08 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Thalia the Ogre Bulwark level 26
29th Regrowth 123rd year of Ascendancy at 08:36 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Thalia the Ogre Bulwark level 18
58th Haze 122nd year of Ascendancy at 18:24 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Thalia the Ogre Bulwark level 30
37th Regrowth 123rd year of Ascendancy at 23:49 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Thalia the Ogre Bulwark level 6
1st Summertide 122nd year of Ascendancy at 17:54 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Thalia the Ogre Bulwark level 23
6th Decay 122nd year of Ascendancy at 11:17 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Thalia the Ogre Bulwark level 18
58th Haze 122nd year of Ascendancy at 18:24 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Thalia the Ogre Bulwark level 6
5th Mirth 122nd year of Ascendancy at 16:42 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Thalia the Ogre Bulwark level 17
13rd Haze 122nd year of Ascendancy at 09:41 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By Thalia the Ogre Bulwark level 34
1st Time of Balance 123rd year of Ascendancy at 07:55 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Thalia the Ogre Bulwark level 18
58th Haze 122nd year of Ascendancy at 03:59 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Thalia the Ogre Bulwark level 26
27th Regrowth 123rd year of Ascendancy at 21:05 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Thalia the Ogre Bulwark level 18
15th Haze 122nd year of Ascendancy at 07:34 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Thalia the Ogre Bulwark level 26
30th Regrowth 123rd year of Ascendancy at 02:25 see stats
Log
Glorymida the orc cryomancer starts to bleed.
Thalia performs a melee critical strike against Glorymida the orc cryomancer!
The protective shield of Glorymida the orc cryomancer disappears.
Glorymida the orc cryomancer teleports some damage to Thalia!
Thalia hits Glorymida the orc cryomancer for 98 physical, (11 teleported), 0 nature, (15 teleported), 0 light, (15 teleported), 0 darkness, (11 teleported), 0 fire, (314 teleported), 96 physical, 5 fire, 364 physical, 5 fire (567 total damage).
Thalia hits Thalia for (9 absorbed), 11 teleported, (12 absorbed), 15 teleported, (12 absorbed), 15 teleported, (9 absorbed), 11 teleported, (132 absorbed), 314 teleported (365 total damage).
Deep Wound from Thalia hits Glorymida the orc cryomancer for 71 physical damage.
Bleeding from Thalia hits Glorymida the orc cryomancer for 103 physical damage.
Talent Block is ready to use.
Glorymida the orc cryomancer casts Freeze.
Thalia resists!
Glorymida the orc cryomancer hits Thalia for 161 arcane, 53 cold (214 total damage).
Glorymida the orc cryomancer casts a protective shield just in time!
Orc cryomancer's ice storm area effect hits Glorymida the orc cryomancer for 50 cold damage.
Orc cryomancer's ice storm area effect hits Thalia for 56 cold damage.
Glorymida the orc cryomancer's arcane area effect hits Thalia for 407 arcane damage.
Thalia uses Infusion: Movement.
Thalia is moving at extreme speed!
Deep Wound from Thalia hits Glorymida the orc cryomancer for 71 physical damage.
Bleeding from Thalia hits Glorymida the orc cryomancer for 103 physical damage.
Talent Vitality is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Glorymida the orc cryomancer casts Lightning.
Glorymida the orc cryomancer's spell attains critical power!
Glorymida the orc cryomancer roars triumphantly.
Glorymida the orc cryomancer hits Thalia for 238 arcane damage.
Thalia the level 41 ogre bulwark was dweomered to death by Glorymida the orc cryomancer on level 1 of Vor Pride.












































































































